Realistic Car Driving Script Fix -

[Header("Steering")] public float maxSteeringAngle = 35f; // degrees public AnimationCurve steeringCurve; // steering angle vs speed

rb = GetComponent<Rigidbody>(); rb.centerOfMass = new Vector3(0, -0.4f, 0.2f); // lower and slightly rear realistic car driving script

Vector3 pos; Quaternion rot; collider.GetWorldPose(out pos, out rot); visualWheel.position = pos; visualWheel.rotation = rot; [Header("Steering")] public float maxSteeringAngle = 35f

// Anti-roll bars to reduce body roll ApplyAntiRoll(); // degrees public AnimationCurve steeringCurve

[Header("Wheel Transforms (visual)")] public Transform frontLeftTransform, frontRightTransform; public Transform rearLeftTransform, rearRightTransform;

float antiRollForceValue = (travelL - travelR) * antiRollBarForce; if (groundedL) rb.AddForceAtPosition(frontLeftWheel.transform.up * -antiRollForceValue, frontLeftWheel.transform.position); if (groundedR) rb.AddForceAtPosition(frontRightWheel.transform.up * antiRollForceValue, frontRightWheel.transform.position);

// Brake torque brakeTorque = braking * maxBrakeTorque;